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<title>Świat Arvorii</title>
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<title>Potrzebne charactersy</title>
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<description><![CDATA[Potrzebuje charactersów takich np. rycerzy z kamienia i jakiegoś lorda tych rycerzy.<br /><br />Dam punkt!]]></description>
<pubDate>Niedziela 14 Listopad</pubDate>
<comments>Niedziela 14 Listopad</comments>
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<title></title>
<link>http://www.eufrat.pun.pl/viewtopic.php?pid=66#p66</link>
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<description><![CDATA[A jakie byś chciał skrypty??]]></description>
<pubDate>Niedziela 14 Listopad</pubDate>
<comments>Niedziela 14 Listopad</comments>
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<title></title>
<link>http://www.eufrat.pun.pl/viewtopic.php?pid=64#p64</link>
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<description><![CDATA[A do jakiego makera??]]></description>
<pubDate>Sobota 13 Listopad</pubDate>
<comments>Sobota 13 Listopad</comments>
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<title></title>
<link>http://www.eufrat.pun.pl/viewtopic.php?pid=61#p61</link>
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<description><![CDATA[Ja chcę pomóc przy grze.]]></description>
<pubDate>Sobota 13 Listopad</pubDate>
<comments>Sobota 13 Listopad</comments>
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<title></title>
<link>http://www.eufrat.pun.pl/viewtopic.php?pid=51#p51</link>
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<description><![CDATA[Po pierwsze piszę się Harry Potter , a nie portfel!! A po drugie, tak zamierzam żeby gra była wystarczająca na 2 punkty :D:DD]]></description>
<pubDate>Âroda 10 Listopad</pubDate>
<comments>Âroda 10 Listopad</comments>
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<title></title>
<link>http://www.eufrat.pun.pl/viewtopic.php?pid=48#p48</link>
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<description><![CDATA[Witam<br />Jak już wiecie nazwa wskazuje dobrą nazwę.<br />FABUŁA:<br /><blockquote><div class="spoilerbox"><h4>Spoiler:</h4>Dawno temu Bóg Zła stworzył pewne stworzenie, a był nim Smok. Nazwał go Dragon. Nazwa ta pochodziła od samej nazwy tej bestii. Mógł on przybierać różne kształty. Był on znacznie potężniejszy od wszystkich Bogów.<br />Bóg Zła sądził, że Dragon będzie mu posłuszny. Dragon zabił Boga Zła. Dragon zdobył poddanych. Jednym z nich był Dratos. Dratos był jednym z najpotężniejszych wojowników na świecie. Słabi poddani zwali się śmierciożercami. Śmierciożercy zawsze słuchali Dratos. Wkońcu pewien wojownik stawił się Dragonowi. NIe zdołał go jednak pokonać ale uwięził go w kuli. Od tego czasu minęło 1000 lat.</div></blockquote><blockquote><div class="spoilerbox"><h4>Spoiler:</h4>Nataniel:<br />Wiek: 13-14 lat<br />Rasa: Zagubiony podróżnik.<br />Płeć: Mężczyzna.<br />Opis: Nataniel stracił swoich rodziców gdy miał 6 lat. Stał się jednak wojownikiem. Pewnego dnia gdy wyprowadzano się z miasta, zabłądził z kilkoma ludźmi.</div></blockquote><blockquote><div class="spoilerbox"><h4>Spoiler:</h4>Dratos:<br />Wiek: 1057 lat<br />Rasa: Wojownik[śmierciożerca]<br />Płeć: Mężczyzna.<br />Opis: Dratos był kiedyś dobrym człowiekiem i wielkim wojownikiem. Gdy Dragon powstał użył paraliżu aby sparaliżować Dratosa. Potem zrobił tak potężną Hipnozę, że Dratos stał się jego sługą.</div></blockquote><blockquote><div class="spoilerbox"><h4>Spoiler:</h4>Dragon:<br />Wiek: 1578 lat<br />Rasa: Stwór, Istota mityczna.<br />Płeć: Samiec.<br />Opis: Brak danych na jego temat.</div></blockquote>Screeny dopiero będą.<br /><br />Resztę powiem później]]></description>
<pubDate>Wtorek 9 Listopad</pubDate>
<comments>Wtorek 9 Listopad</comments>
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<title>Menu z dodatkami</title>
<link>http://www.eufrat.pun.pl/viewtopic.php?pid=47#p47</link>
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<description><![CDATA[:D<br /> dzięki dostajesz punkt :D]]></description>
<pubDate>Wtorek 9 Listopad</pubDate>
<comments>Wtorek 9 Listopad</comments>
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<title>Menu z dodatkami</title>
<link>http://www.eufrat.pun.pl/viewtopic.php?pid=30#p30</link>
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<description><![CDATA[Witam<br />Chcę wam przedstawić skrypt umożliwiający dodatki do menu:<br /><blockquote><div class="spoilerbox"><h4>Spoiler:</h4>##################################################<br /># Mog Basic Menu Plus V 1.0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; #<br />##################################################<br /># By Moghunter<br /># korekta SaE<br />##############<br /><br />module Szkodnik_Sae&nbsp; &nbsp; &nbsp; &nbsp;<br />Lokacja = &quot;Lokacja&quot;<br />Czas_gry = &quot;Czas Gry&quot;<br />Doswiadczenie = &quot;EXP&quot;&nbsp; &nbsp; &nbsp;<br />end<br /><br /><br />class Game_Actor &lt; Game_Battler<br />def now_exp<br />return @exp - @exp_list[@level]<br />end<br />def next_exp<br />return @exp_list[@level+1] &gt; 0 ? @exp_list[@level+1] - @exp_list[@level] : 0<br />end<br />end<br /><br />class Window_Base &lt; Window <br /><br /> <br />&nbsp; def draw_actor_level_menu(actor, x, y)<br />&nbsp; &nbsp; self.contents.font.color = system_color<br />&nbsp; &nbsp; self.contents.draw_text(x, y, 32, WLH, Vocab::level_a)<br />&nbsp; &nbsp; self.contents.font.color = normal_color<br />&nbsp; &nbsp; self.contents.draw_text(x + 16, y, 24, WLH, actor.level, 2)<br />&nbsp; end <br />&nbsp; def draw_actor_class_menu(actor, x, y)<br />&nbsp; &nbsp; self.contents.font.color = normal_color<br />&nbsp; &nbsp; self.contents.draw_text(x, y, 85, WLH, actor.class.name)<br />&nbsp; end&nbsp; &nbsp;<br /> def exp_gauge_color1<br />&nbsp; &nbsp; return text_color(30)<br />&nbsp; end<br />&nbsp; def exp_gauge_color2<br />&nbsp; &nbsp; return text_color(31)<br />&nbsp; end <br />def draw_actor_exp_meter(actor, x, y, width = 100) <br />&nbsp; if actor.next_exp != 0<br />&nbsp; exp = actor.now_exp<br />&nbsp; else<br />&nbsp; exp = 1<br />&nbsp; end<br />&nbsp; &nbsp; gw = width * exp / [actor.next_exp, 1].max<br />&nbsp; &nbsp; gc1 = exp_gauge_color1<br />&nbsp; &nbsp; gc2 = exp_gauge_color2<br />&nbsp; &nbsp; self.contents.fill_rect(x, y + WLH - 8, width, 6, gauge_back_color)<br />&nbsp; &nbsp; self.contents.gradient_fill_rect(x, y + WLH - 8, gw, 6, gc1, gc2)<br />&nbsp; &nbsp; self.contents.font.color = system_color<br />&nbsp; &nbsp; self.contents.draw_text(x, y, 30, WLH, Szkodnik_Sae::Doswiadczenie)&nbsp; &nbsp;<br />&nbsp; &nbsp; self.contents.font.color = normal_color<br />&nbsp; &nbsp; xr = x + width<br />&nbsp; &nbsp; self.contents.draw_text(xr - 60, y, 60, WLH,&nbsp; actor.next_rest_exp_s, 2)&nbsp; &nbsp;<br />end<br />end<br /><br />class Window_MenuStatus &lt; Window_Selectable<br />&nbsp; def initialize(x, y)<br />&nbsp; &nbsp; super(x, y, 384, 416)<br />&nbsp; &nbsp; refresh<br />&nbsp; &nbsp; self.active = false<br />&nbsp; &nbsp; self.index = -1<br />&nbsp; end<br />&nbsp; def refresh<br />&nbsp; &nbsp; self.contents.clear<br />&nbsp; &nbsp; @item_max = $game_party.members.size<br />&nbsp; &nbsp; for actor in $game_party.members<br />&nbsp; &nbsp; &nbsp; draw_actor_face(actor, 2, actor.index * 96 + 2, 92)<br />&nbsp; &nbsp; &nbsp; x = 104<br />&nbsp; &nbsp; &nbsp; y = actor.index * 96 + WLH / 2<br />&nbsp; &nbsp; &nbsp; draw_actor_name(actor, x, y)<br />&nbsp; &nbsp; &nbsp; draw_actor_class_menu(actor, x + 120, y)<br />&nbsp; &nbsp; &nbsp; draw_actor_level_menu(actor, x + 200, y)<br />&nbsp; &nbsp; &nbsp; draw_actor_state(actor, x, y + WLH * 2)<br />&nbsp; &nbsp; &nbsp; draw_actor_hp(actor, x + 120, y + WLH * 1)<br />&nbsp; &nbsp; &nbsp; draw_actor_mp(actor, x + 120, y + WLH * 2)<br />&nbsp; &nbsp; &nbsp; draw_actor_exp_meter(actor, x , y + WLH * 1)<br />&nbsp; &nbsp; end<br />&nbsp; end<br />&nbsp; def update_cursor<br />&nbsp; &nbsp; if @index &lt; 0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; self.cursor_rect.empty<br />&nbsp; &nbsp; elsif @index &lt; @item_max&nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; self.cursor_rect.set(0, @index * 96, contents.width, 96)<br />&nbsp; &nbsp; elsif @index &gt;= 100&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; self.cursor_rect.set(0, (@index - 100) * 96, contents.width, 96)<br />&nbsp; &nbsp; else&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; self.cursor_rect.set(0, 0, contents.width, @item_max * 96)<br />&nbsp; &nbsp; end<br />&nbsp; end<br />end<br /><br />class Game_Map<br />attr_reader&nbsp; &nbsp;:map_id <br />def mpname<br />$mpname = load_data(&quot;Data/MapInfos.rvdata&quot;)<br />$mpname[@map_id].name<br />end<br />end<br /><br />class Window_Mapname &lt; Window_Base<br />&nbsp; def initialize(x, y)<br />&nbsp; &nbsp; super(x, y, 160, WLH + 64)<br />&nbsp; &nbsp; refresh<br />&nbsp; end <br />def refresh<br />&nbsp; &nbsp; self.contents.clear<br />&nbsp; &nbsp; self.contents.font.color = system_color<br />&nbsp; &nbsp; self.contents.draw_text(4, 0, 120, 32, Szkodnik_Sae::Lokacja)<br />&nbsp; &nbsp; self.contents.font.color = normal_color<br />&nbsp; &nbsp; self.contents.draw_text(4, 32, 120, 32, $game_map.mpname.to_s, 2)<br />end<br />end<br /><br />class Window_Time &lt; Window_Base<br />&nbsp; def initialize(x, y)<br />&nbsp; &nbsp; super(x, y, 160, WLH + 64)<br />&nbsp; &nbsp; refresh<br />&nbsp; end<br />&nbsp; def refresh<br />&nbsp; &nbsp; self.contents.clear<br />&nbsp; &nbsp; self.contents.font.color = system_color<br />&nbsp; &nbsp; self.contents.draw_text(4, 0, 120, 32, Szkodnik_Sae::Czas_gry)<br />&nbsp; &nbsp; @total_sec = Graphics.frame_count / Graphics.frame_rate<br />&nbsp; &nbsp; hour = @total_sec / 60 / 60<br />&nbsp; &nbsp; min = @total_sec / 60 % 60<br />&nbsp; &nbsp; sec = @total_sec % 60<br />&nbsp; &nbsp; text = sprintf(&quot;%02d:%02d:%02d&quot;, hour, min, sec)<br />&nbsp; &nbsp; self.contents.font.color = normal_color<br />&nbsp; &nbsp; self.contents.draw_text(4, 32, 120, 32, text, 2)<br />end<br />&nbsp; def update<br />&nbsp; &nbsp; super<br />&nbsp; &nbsp; if Graphics.frame_count / Graphics.frame_rate != @total_sec<br />&nbsp; &nbsp; &nbsp; refresh<br />&nbsp; &nbsp; end<br />&nbsp; end<br />end<br /><br />class Scene_Menu&nbsp; &nbsp;<br />&nbsp; def main<br />&nbsp; &nbsp; start&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; perform_transition&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; Input.update&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; loop do<br />&nbsp; &nbsp; &nbsp; Graphics.update&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; Input.update&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; update&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; break if $scene != self&nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; end<br />&nbsp; &nbsp; Graphics.update<br />&nbsp; &nbsp; pre_terminate&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; Graphics.freeze&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; terminate&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; end <br />&nbsp; def initialize(menu_index = 0)<br />&nbsp; &nbsp; @menu_index = menu_index<br />&nbsp; end <br />&nbsp; def create_menu_background<br />&nbsp; &nbsp; @menuback_sprite = Sprite.new<br />&nbsp; &nbsp; @menuback_sprite.bitmap = $game_temp.background_bitmap<br />&nbsp; &nbsp; @menuback_sprite.color.set(16, 16, 16, 128)<br />&nbsp; &nbsp; update_menu_background<br />&nbsp; end <br />&nbsp; def create_menu_background<br />&nbsp; &nbsp; @menuback_sprite = Sprite.new<br />&nbsp; &nbsp; @menuback_sprite.bitmap = $game_temp.background_bitmap<br />&nbsp; &nbsp; @menuback_sprite.color.set(16, 16, 16, 128)<br />&nbsp; &nbsp; update_menu_background<br />&nbsp; end<br />&nbsp; def dispose_menu_background<br />&nbsp; &nbsp; @menuback_sprite.dispose<br />&nbsp; end<br />&nbsp; def update_menu_background<br />&nbsp; end <br />&nbsp; def perform_transition<br />&nbsp; &nbsp; &nbsp;Graphics.transition(10)<br />&nbsp; end<br />&nbsp; def start<br />&nbsp; &nbsp; create_menu_background<br />&nbsp; &nbsp; create_command_window<br />&nbsp; &nbsp; @gold_window = Window_Gold.new(0, 360)<br />&nbsp; &nbsp; @status_window = Window_MenuStatus.new(160, 0)<br />&nbsp; &nbsp; @playtime_window = Window_Time .new(0, 270)<br />&nbsp; &nbsp; @mapname_window = Window_Mapname.new(0, 178)<br />&nbsp; &nbsp; @status_window.openness = 0<br />&nbsp; &nbsp; @playtime_window.openness = 0<br />&nbsp; &nbsp; @mapname_window.openness = 0<br />&nbsp; &nbsp; @gold_window.openness = 0<br />&nbsp; &nbsp; @status_window.open<br />&nbsp; &nbsp; @playtime_window.open<br />&nbsp; &nbsp; @mapname_window.open<br />&nbsp; &nbsp; @gold_window.open<br />&nbsp; end<br />&nbsp; def pre_terminate<br />&nbsp; &nbsp; @status_window.close<br />&nbsp; &nbsp; @playtime_window.close<br />&nbsp; &nbsp; @mapname_window.close<br />&nbsp; &nbsp; @gold_window.close<br />&nbsp; &nbsp; @command_window.close<br />&nbsp; &nbsp; begin<br />&nbsp; &nbsp; @status_window.update<br />&nbsp; &nbsp; @playtime_window.update<br />&nbsp; &nbsp; @mapname_window.update<br />&nbsp; &nbsp; @gold_window.update<br />&nbsp; &nbsp; @command_window.update<br />&nbsp; &nbsp; Graphics.update<br />&nbsp; &nbsp; end until @status_window.openness == 0<br />&nbsp; end <br />&nbsp; def terminate<br />&nbsp; &nbsp; dispose_menu_background<br />&nbsp; &nbsp; @command_window.dispose<br />&nbsp; &nbsp; @gold_window.dispose<br />&nbsp; &nbsp; @status_window.dispose<br />&nbsp; &nbsp; @playtime_window.dispose<br />&nbsp; &nbsp; @mapname_window.dispose<br />&nbsp; end<br />&nbsp; def update<br />&nbsp; &nbsp; update_menu_background<br />&nbsp; &nbsp; @command_window.update<br />&nbsp; &nbsp; @gold_window.update<br />&nbsp; &nbsp; @status_window.update<br />&nbsp; &nbsp; @mapname_window.update<br />&nbsp; &nbsp; @playtime_window.update<br />&nbsp; &nbsp; if @command_window.active<br />&nbsp; &nbsp; &nbsp; update_command_selection<br />&nbsp; &nbsp; elsif @status_window.active<br />&nbsp; &nbsp; &nbsp; update_actor_selection<br />&nbsp; &nbsp; end<br />&nbsp; end<br />&nbsp; def create_command_window<br />&nbsp; &nbsp; s1 = Vocab::item<br />&nbsp; &nbsp; s2 = Vocab::skill<br />&nbsp; &nbsp; s3 = Vocab::equip<br />&nbsp; &nbsp; s4 = Vocab::status<br />&nbsp; &nbsp; s5 = Vocab::save<br />&nbsp; &nbsp; s6 = Vocab::game_end<br />&nbsp; &nbsp; @command_window = Window_Command.new(160, [s1, s2, s3, s4, s5, s6])<br />&nbsp; &nbsp; @command_window.index = @menu_index<br />&nbsp; &nbsp; @command_window.openness = 0<br />&nbsp; &nbsp; @command_window.open<br />&nbsp; &nbsp; if $game_party.members.size == 0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; @command_window.draw_item(0, false)&nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; @command_window.draw_item(1, false)&nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; @command_window.draw_item(2, false)&nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; @command_window.draw_item(3, false)&nbsp; &nbsp;<br />&nbsp; &nbsp; end<br />&nbsp; &nbsp; if $game_system.save_disabled&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; @command_window.draw_item(4, false)&nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; end<br />&nbsp; end<br />&nbsp; def update_command_selection<br />&nbsp; &nbsp; if Input.trigger?(Input::B)<br />&nbsp; &nbsp; &nbsp; Sound.play_cancel<br />&nbsp; &nbsp; &nbsp; $scene = Scene_Map.new<br />&nbsp; &nbsp; elsif Input.trigger?(Input::C)<br />&nbsp; &nbsp; &nbsp; if $game_party.members.size == 0 and @command_window.index &lt; 4<br />&nbsp; &nbsp; &nbsp; &nbsp; Sound.play_buzzer<br />&nbsp; &nbsp; &nbsp; &nbsp; return<br />&nbsp; &nbsp; &nbsp; elsif $game_system.save_disabled and @command_window.index == 4<br />&nbsp; &nbsp; &nbsp; &nbsp; Sound.play_buzzer<br />&nbsp; &nbsp; &nbsp; &nbsp; return<br />&nbsp; &nbsp; &nbsp; end<br />&nbsp; &nbsp; &nbsp; Sound.play_decision<br />&nbsp; &nbsp; &nbsp; case @command_window.index<br />&nbsp; &nbsp; &nbsp; when 0&nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; &nbsp; $scene = Scene_Item.new<br />&nbsp; &nbsp; &nbsp; when 1,2,3&nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; &nbsp; start_actor_selection<br />&nbsp; &nbsp; &nbsp; when 4&nbsp; &nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; &nbsp; $scene = Scene_File.new(true, false, false)<br />&nbsp; &nbsp; &nbsp; when 5&nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; &nbsp; $scene = Scene_End.new<br />&nbsp; &nbsp; &nbsp; end<br />&nbsp; &nbsp; end<br />&nbsp; end<br />&nbsp; def start_actor_selection<br />&nbsp; &nbsp; @command_window.active = false<br />&nbsp; &nbsp; @status_window.active = true<br />&nbsp; &nbsp; if $game_party.last_actor_index &lt; @status_window.item_max<br />&nbsp; &nbsp; &nbsp; @status_window.index = $game_party.last_actor_index<br />&nbsp; &nbsp; else<br />&nbsp; &nbsp; &nbsp; @status_window.index = 0<br />&nbsp; &nbsp; end<br />&nbsp; end<br />&nbsp; def end_actor_selection<br />&nbsp; &nbsp; @command_window.active = true<br />&nbsp; &nbsp; @status_window.active = false<br />&nbsp; &nbsp; @status_window.index = -1<br />&nbsp; end<br />&nbsp; def update_actor_selection<br />&nbsp; &nbsp; if Input.trigger?(Input::B)<br />&nbsp; &nbsp; &nbsp; Sound.play_cancel<br />&nbsp; &nbsp; &nbsp; end_actor_selection<br />&nbsp; &nbsp; elsif Input.trigger?(Input::C)<br />&nbsp; &nbsp; &nbsp; $game_party.last_actor_index = @status_window.index<br />&nbsp; &nbsp; &nbsp; Sound.play_decision<br />&nbsp; &nbsp; &nbsp; case @command_window.index<br />&nbsp; &nbsp; &nbsp; when 1<br />&nbsp; &nbsp; &nbsp; &nbsp; $scene = Scene_Skill.new(@status_window.index)<br />&nbsp; &nbsp; &nbsp; when 2&nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; &nbsp; $scene = Scene_Equip.new(@status_window.index)<br />&nbsp; &nbsp; &nbsp; when 3 <br />&nbsp; &nbsp; &nbsp; &nbsp; $scene = Scene_Status.new(@status_window.index)<br />&nbsp; &nbsp; &nbsp; end<br />&nbsp; &nbsp; end<br />&nbsp; end<br />end<br />$mogscript = {} if $mogscript == nil<br />$mogscript[&quot;basic_menu_plus&quot;] = true </div></blockquote>A to screen:<br /><a href="http://img386.imageshack.us/img386/5899/saeland.png" target="_blank" rel="nofollow">http://img386.imageshack.us/img386/5899/saeland.png</a><br /><br />Jeśli komuś pomogłem dajcie plusa.&nbsp; Miłej gry życzę. :)]]></description>
<pubDate>Sobota 6 Listopad</pubDate>
<comments>Sobota 6 Listopad</comments>
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<link>http://www.eufrat.pun.pl/viewtopic.php?pid=29#p29</link>
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<description><![CDATA[Skrypt przekroczenie limitu poziomu. Dodałem abyście nie musieli grać tylko do 99 lvla<br /><br />Skrypt umożliwia mieć powyżej 100 lvl a to skrypt:<br /><blockquote><div class="spoilerbox"><h4>Spoiler:</h4><br /># -------------------------------------------------------<br /># Przekroczenie limitu poziomów [XP]<br /># Autor: momomomo<br /># Tłumaczenie i poprawki: Ayene<br /># Wersja 2.0 - dodana opcja przyporządkowania umiejętności zdobywanychh po 99 poziomie.<br /># Umieść skrypt nad Main<br /># -------------------------------------------------------<br /># KONFIGURACJA<br />&nbsp; BASE_FINAL_LEVEL = 9999&nbsp; &nbsp;# Maksymalny limit (domyślny dla wszystkich, jeśli<br />&nbsp; # chcesz go dostosować dla konkretnej postaci przejdź niżej)<br />&nbsp; MAXHP_LIMIT = 99999999&nbsp; &nbsp; # Limit HP<br />&nbsp; MAXSP_LIMIT = 99999999&nbsp; &nbsp; # Limit SP<br />&nbsp; STR_LIMIT&nbsp; &nbsp;= 999999&nbsp; &nbsp; &nbsp; # Limit STR (Siła)<br />&nbsp; DEX_LIMIT&nbsp; &nbsp;= 999999&nbsp; &nbsp; &nbsp; # Limit DEX (Zręczność / Sprawność)<br />&nbsp; AGI_LIMIT&nbsp; &nbsp;= 999999&nbsp; &nbsp; &nbsp; # Limit AGI (Szybkość / Zwinność)<br />&nbsp; INT_LIMIT&nbsp; &nbsp;= 999999&nbsp; &nbsp; &nbsp; # Limit INT (Inteligencja)<br /> <br />&nbsp; SKILLE_POWYŻEJ = {# id bohatera =&gt; [[lv, skill], [lv, skill], itd.]<br />&nbsp; 1 =&gt; [[110,5], [140,6]],<br />&nbsp; 2 =&gt; [[110,8], [155,10], [195,6]],<br />&nbsp; 3 =&gt; [[120,12]],<br />&nbsp; 4 =&gt; [[120,11], [145,12], [185,13], [205,14]],<br />&nbsp; } <br /> <br /># -------------------------------------------------------<br /><br />class Game_Actor &lt; Game_Battler<br />&nbsp; alias ayene_setup setup<br /> <br />&nbsp; def setup(actor_id)<br />&nbsp; &nbsp; ayene_setup(actor_id)&nbsp; &nbsp;<br />&nbsp; &nbsp; if SKILLE_POWYŻEJ.include?(self.id)<br />&nbsp; &nbsp; &nbsp; for i in 0..SKILLE_POWYŻEJ[self.id].size-1 <br />&nbsp; &nbsp; &nbsp; &nbsp; if SKILLE_POWYŻEJ[self.id][i][0] == self.level<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; learn_skill(SKILLE_POWYŻEJ[self.id][i][1])<br />&nbsp; &nbsp; &nbsp; &nbsp; end&nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; end&nbsp; &nbsp;<br />&nbsp; &nbsp; end<br />&nbsp; end<br /> <br />&nbsp; def new_final_level<br />&nbsp; &nbsp; lv = BASE_FINAL_LEVEL<br />&nbsp; &nbsp; # określenie limitu poziomu dla poszczególnych bohaterów<br />&nbsp; &nbsp; # 1, 2 i 8 z poniższego przykładu to ID bohaterów<br />&nbsp; &nbsp; # Przykład:<br />&nbsp; &nbsp; &nbsp; # case self.id<br />&nbsp; &nbsp; &nbsp; # when 1<br />&nbsp; &nbsp; &nbsp; #&nbsp; lv = 255<br />&nbsp; &nbsp; &nbsp; # when 2<br />&nbsp; &nbsp; &nbsp; #&nbsp; lv = 999<br />&nbsp; &nbsp; &nbsp; # when 8<br />&nbsp; &nbsp; &nbsp; #&nbsp; lv = 15600<br />&nbsp; &nbsp; &nbsp; # end<br />&nbsp; &nbsp; # Czyli dla bohatera z ID 1 maksymalny poziom to 255, dla bohatera 2 to 999,<br />&nbsp; &nbsp; # zaś dla 8 - 15600<br />&nbsp; &nbsp; return lv<br />&nbsp; end<br />&nbsp; def make_exp_list<br />&nbsp; &nbsp; actor = $data_actors[@actor_id]<br />&nbsp; &nbsp; @exp_list = Array.new(new_final_level + 2)<br />&nbsp; &nbsp; @exp_list[1] = 0<br />&nbsp; &nbsp; pow_i = 2.4 + actor.exp_inflation / 100.0<br />&nbsp; &nbsp; for i in 2..new_final_level + 1<br />&nbsp; &nbsp; &nbsp; if i &gt; new_final_level<br />&nbsp; &nbsp; &nbsp; &nbsp; @exp_list[i] = 0<br />&nbsp; &nbsp; &nbsp; else<br />&nbsp; &nbsp; &nbsp; &nbsp; n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)<br />&nbsp; &nbsp; &nbsp; &nbsp; @exp_list[i] = @exp_list[i-1] + Integer(n)<br />&nbsp; &nbsp; &nbsp; end<br />&nbsp; &nbsp; end<br />&nbsp; end<br />&nbsp; def maxhp<br />&nbsp; &nbsp; n = [[base_maxhp + @maxhp_plus, 1].max, MAXHP_LIMIT].min<br />&nbsp; &nbsp; for i in @states<br />&nbsp; &nbsp; &nbsp; n *= $data_states[i].maxhp_rate / 100.0<br />&nbsp; &nbsp; end<br />&nbsp; &nbsp; n = [[Integer(n), 1].max, MAXHP_LIMIT].min<br />&nbsp; &nbsp; return n<br />&nbsp; end<br />&nbsp; def base_maxhp<br />&nbsp; &nbsp; n = $data_actors[@actor_id].parameters[0, 1]<br />&nbsp; &nbsp; n += $data_actors[@actor_id].parameters[0, 2] * @level<br />&nbsp; &nbsp; return n<br />&nbsp; end<br />&nbsp; def base_maxsp<br />&nbsp; &nbsp; n = $data_actors[@actor_id].parameters[1, 1]<br />&nbsp; &nbsp; n += $data_actors[@actor_id].parameters[1, 2] * @level<br />&nbsp; &nbsp; return n<br />&nbsp; end<br />&nbsp; def base_str<br />&nbsp; &nbsp; n = $data_actors[@actor_id].parameters[2, 1]<br />&nbsp; &nbsp; n += $data_actors[@actor_id].parameters[2, 2] * @level<br />&nbsp; &nbsp; weapon = $data_weapons[@weapon_id]<br />&nbsp; &nbsp; armor1 = $data_armors[@armor1_id]<br />&nbsp; &nbsp; armor2 = $data_armors[@armor2_id]<br />&nbsp; &nbsp; armor3 = $data_armors[@armor3_id]<br />&nbsp; &nbsp; armor4 = $data_armors[@armor4_id]<br />&nbsp; &nbsp; n += weapon != nil ? weapon.str_plus : 0<br />&nbsp; &nbsp; n += armor1 != nil ? armor1.str_plus : 0<br />&nbsp; &nbsp; n += armor2 != nil ? armor2.str_plus : 0<br />&nbsp; &nbsp; n += armor3 != nil ? armor3.str_plus : 0<br />&nbsp; &nbsp; n += armor4 != nil ? armor4.str_plus : 0<br />&nbsp; &nbsp; return [[n, 1].max, STR_LIMIT].min<br />&nbsp; end<br />&nbsp; def base_dex<br />&nbsp; &nbsp; n = $data_actors[@actor_id].parameters[3, 1]<br />&nbsp; &nbsp; n += $data_actors[@actor_id].parameters[3, 2] * @level<br />&nbsp; &nbsp; weapon = $data_weapons[@weapon_id]<br />&nbsp; &nbsp; armor1 = $data_armors[@armor1_id]<br />&nbsp; &nbsp; armor2 = $data_armors[@armor2_id]<br />&nbsp; &nbsp; armor3 = $data_armors[@armor3_id]<br />&nbsp; &nbsp; armor4 = $data_armors[@armor4_id]<br />&nbsp; &nbsp; n += weapon != nil ? weapon.dex_plus : 0<br />&nbsp; &nbsp; n += armor1 != nil ? armor1.dex_plus : 0<br />&nbsp; &nbsp; n += armor2 != nil ? armor2.dex_plus : 0<br />&nbsp; &nbsp; n += armor3 != nil ? armor3.dex_plus : 0<br />&nbsp; &nbsp; n += armor4 != nil ? armor4.dex_plus : 0<br />&nbsp; &nbsp; return [[n, 1].max, DEX_LIMIT].min<br />&nbsp; end<br />&nbsp; def base_agi<br />&nbsp; &nbsp; n = $data_actors[@actor_id].parameters[4, 1]<br />&nbsp; &nbsp; n += $data_actors[@actor_id].parameters[4, 2] * @level<br />&nbsp; &nbsp; weapon = $data_weapons[@weapon_id]<br />&nbsp; &nbsp; armor1 = $data_armors[@armor1_id]<br />&nbsp; &nbsp; armor2 = $data_armors[@armor2_id]<br />&nbsp; &nbsp; armor3 = $data_armors[@armor3_id]<br />&nbsp; &nbsp; armor4 = $data_armors[@armor4_id]<br />&nbsp; &nbsp; n += weapon != nil ? weapon.agi_plus : 0<br />&nbsp; &nbsp; n += armor1 != nil ? armor1.agi_plus : 0<br />&nbsp; &nbsp; n += armor2 != nil ? armor2.agi_plus : 0<br />&nbsp; &nbsp; n += armor3 != nil ? armor3.agi_plus : 0<br />&nbsp; &nbsp; n += armor4 != nil ? armor4.agi_plus : 0<br />&nbsp; &nbsp; return [[n, 1].max, AGI_LIMIT].min<br />&nbsp; end<br />&nbsp; def base_int<br />&nbsp; &nbsp; n = $data_actors[@actor_id].parameters[5, 1]<br />&nbsp; &nbsp; n += $data_actors[@actor_id].parameters[5, 2] * @level<br />&nbsp; &nbsp; weapon = $data_weapons[@weapon_id]<br />&nbsp; &nbsp; armor1 = $data_armors[@armor1_id]<br />&nbsp; &nbsp; armor2 = $data_armors[@armor2_id]<br />&nbsp; &nbsp; armor3 = $data_armors[@armor3_id]<br />&nbsp; &nbsp; armor4 = $data_armors[@armor4_id]<br />&nbsp; &nbsp; n += weapon != nil ? weapon.int_plus : 0<br />&nbsp; &nbsp; n += armor1 != nil ? armor1.int_plus : 0<br />&nbsp; &nbsp; n += armor2 != nil ? armor2.int_plus : 0<br />&nbsp; &nbsp; n += armor3 != nil ? armor3.int_plus : 0<br />&nbsp; &nbsp; n += armor4 != nil ? armor4.int_plus : 0<br />&nbsp; &nbsp; return [[n, 1].max, INT_LIMIT].min<br />&nbsp; end<br />&nbsp; def exp=(exp)&nbsp; &nbsp;<br />&nbsp; &nbsp; @exp = [exp, 0].max&nbsp; &nbsp;<br />&nbsp; &nbsp; while @exp &gt;= @exp_list[@level+1] and @exp_list[@level+1] &gt; 0<br />&nbsp; &nbsp; &nbsp; @level += 1&nbsp; &nbsp; &nbsp;<br />&nbsp; &nbsp; &nbsp; for j in $data_classes[@class_id].learnings<br />&nbsp; &nbsp; &nbsp; &nbsp; if j.level == @level<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; learn_skill(j.skill_id)<br />&nbsp; &nbsp; &nbsp; &nbsp; end<br />&nbsp; &nbsp; &nbsp; end<br />&nbsp; &nbsp; &nbsp; if SKILLE_POWYŻEJ.include?(self.id)<br />&nbsp; &nbsp; &nbsp; &nbsp; for i in 0..SKILLE_POWYŻEJ[self.id].size-1<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; if SKILLE_POWYŻEJ[self.id][i][0] == self.level<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; learn_skill(SKILLE_POWYŻEJ[self.id][i][1])<br />&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; end<br />&nbsp; &nbsp; &nbsp; &nbsp; end<br />&nbsp; &nbsp; &nbsp; end<br />&nbsp; &nbsp; end&nbsp; &nbsp;<br />&nbsp; &nbsp; while @exp &lt; @exp_list[@level]<br />&nbsp; &nbsp; &nbsp; @level -= 1<br />&nbsp; &nbsp; end&nbsp; &nbsp;<br />&nbsp; &nbsp; @hp = [@hp, self.maxhp].min<br />&nbsp; &nbsp; @sp = [@sp, self.maxsp].min<br />&nbsp; end<br />&nbsp; def level=(level)<br />&nbsp; &nbsp; level = [[level, new_final_level].min, 1].max<br />&nbsp; &nbsp; self.exp = @exp_list[level]<br />&nbsp; end<br />end<br /> <br /> <br />class Game_Battler<br />&nbsp; def maxsp<br />&nbsp; &nbsp; n = [[base_maxsp + @maxsp_plus, 0].max, MAXSP_LIMIT].min<br />&nbsp; &nbsp; for i in @states<br />&nbsp; &nbsp; &nbsp; n *= $data_states[i].maxsp_rate / 100.0<br />&nbsp; &nbsp; end<br />&nbsp; &nbsp; n = [[Integer(n), 0].max, MAXSP_LIMIT].min<br />&nbsp; &nbsp; return n<br />&nbsp; end<br />&nbsp; def str<br />&nbsp; &nbsp; n = [[base_str + @str_plus, 1].max, STR_LIMIT].min<br />&nbsp; &nbsp; for i in @states<br />&nbsp; &nbsp; &nbsp; n *= $data_states[i].str_rate / 100.0<br />&nbsp; &nbsp; end<br />&nbsp; &nbsp; n = [[Integer(n), 1].max, STR_LIMIT].min<br />&nbsp; &nbsp; return n<br />&nbsp; end<br />&nbsp; def dex<br />&nbsp; &nbsp; n = [[base_dex + @dex_plus, 1].max, DEX_LIMIT].min<br />&nbsp; &nbsp; for i in @states<br />&nbsp; &nbsp; &nbsp; n *= $data_states[i].dex_rate / 100.0<br />&nbsp; &nbsp; end<br />&nbsp; &nbsp; n = [[Integer(n), 1].max, DEX_LIMIT].min<br />&nbsp; &nbsp; return n<br />&nbsp; end<br />&nbsp; def agi<br />&nbsp; &nbsp; n = [[base_agi + @agi_plus, 1].max, AGI_LIMIT].min<br />&nbsp; &nbsp; for i in @states<br />&nbsp; &nbsp; &nbsp; n *= $data_states[i].agi_rate / 100.0<br />&nbsp; &nbsp; end<br />&nbsp; &nbsp; n = [[Integer(n), 1].max, AGI_LIMIT].min<br />&nbsp; &nbsp; return n<br />&nbsp; end<br />&nbsp; def int<br />&nbsp; &nbsp; n = [[base_int + @int_plus, 1].max, INT_LIMIT].min<br />&nbsp; &nbsp; for i in @states<br />&nbsp; &nbsp; &nbsp; n *= $data_states[i].int_rate / 100.0<br />&nbsp; &nbsp; end<br />&nbsp; &nbsp; n = [[Integer(n), 1].max, INT_LIMIT].min<br />&nbsp; &nbsp; return n<br />&nbsp; end<br />&nbsp; def maxhp=(maxhp)<br />&nbsp; &nbsp; @maxhp_plus += maxhp - self.maxhp<br />&nbsp; &nbsp; @maxhp_plus = [[@maxhp_plus, -MAXHP_LIMIT].max, MAXHP_LIMIT].min<br />&nbsp; &nbsp; @hp = [@hp, self.maxhp].min<br />&nbsp; end<br />&nbsp; def maxsp=(maxsp)<br />&nbsp; &nbsp; @maxsp_plus += maxsp - self.maxsp<br />&nbsp; &nbsp; @maxsp_plus = [[@maxsp_plus, -MAXSP_LIMIT].max, MAXSP_LIMIT].min<br />&nbsp; &nbsp; @sp = [@sp, self.maxsp].min<br />&nbsp; end<br />&nbsp; def str=(str)<br />&nbsp; &nbsp; @str_plus += str - self.str<br />&nbsp; &nbsp; @str_plus = [[@str_plus, -STR_LIMIT].max, STR_LIMIT].min<br />&nbsp; end<br />&nbsp; def dex=(dex)<br />&nbsp; &nbsp; @dex_plus += dex - self.dex<br />&nbsp; &nbsp; @dex_plus = [[@dex_plus, -DEX_LIMIT].max, DEX_LIMIT].min<br />&nbsp; end<br />&nbsp; def agi=(agi)<br />&nbsp; &nbsp; @agi_plus += agi - self.agi<br />&nbsp; &nbsp; @agi_plus = [[@agi_plus, -AGI_LIMIT].max, AGI_LIMIT].min<br />&nbsp; end<br />&nbsp; def int=(int)<br />&nbsp; &nbsp; @int_plus += int - self.int<br />&nbsp; &nbsp; @int_plus = [[@int_plus, -INT_LIMIT].max, INT_LIMIT].min<br />&nbsp; end<br />end</div></blockquote>Screenshot:<br /><a href="http://img717.imageshack.us/img717/8305/screenh.png" target="_blank" rel="nofollow">http://img717.imageshack.us/img717/8305/screenh.png</a><br /><a href="http://img6.imageshack.us/img6/4269/screen2xy.png" target="_blank" rel="nofollow">http://img6.imageshack.us/img6/4269/screen2xy.png</a><br /><br />Miłej gry. Jeśli komuś pomogłem dajcie plusa :).]]></description>
<pubDate>Sobota 6 Listopad</pubDate>
<comments>Sobota 6 Listopad</comments>
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